Bleakwood Character Creation II: Perks & Psionics

After rolling stats, Bleakwood characters are given certain perks. They get 4 ability points, plus another 2 if they choose to have a dark side.

This submission covers special abilities (including psionics), special backgrounds, special items and dark sides.

General Information

Bleakwood Character Creation is done accordingly:

(If you are confused as you read these rules, look at the bottom of the submission. An example of play is added as an "idea". It should give you a general idea of how perks and dark sides are added)

1. Choose Gender2. Choose Profession3. Roll stats - 2 sets, keep the one you want.4. Roll for Perks (dark sides, special abilities, etc (described in this submission))5. Spend up to 2 fate points, re-rolling any stat or perk of your choosing. Keep either the old stat, or the new, at the PC's discretion.

16-19 Field Hacker's Equipment PackM11 Pistol2 x 18 rounds magazines (9mm)PDA/GPS with fingerprint recognition and several password levels. Some passwords will send an emergency signal to the home base, some passwords will erase all data, while some passwords will simply hide the data and boot a dummy operating system to fool security checks.

20-21 Needle gunThis small, palmable gun is designed for covert assassination at short range. It is fired by squeezing the holding hand into a fist. the barrel protrudes unobtrusively between the middle finger and ring finger, and unless specifically looked for, the holder simply seems to have a lightly clenched fist.The gun fires very thin, 1cm long metallic needles. They feel like a strong bee sting, but have been dipped in a fast acting neurotoxin. While the sting of the needle itself is hardly remarkable, death is almost assured within 72h. The gun comes with enough microdarts and poison for 20 assassinations. The needles/poison can be replaced using conventional steel and any poison suitable for the task.

22-23 Portable undercover tactical consoleThis small container is divided into three parts. The first includes several identical hard contact lenses, the second several identical discreet earbuds, and the third several attachable throat microphones, which can be placed, plaster-style, across the larynx.

With this system in place, live tactical information can be displayed in 3D to the user. The contact lenses are smart enough to be able to figure out in which eye they were placed. The entire system can be used sureptitiously without arousing suspicion, even under close scrutiny. The components are redundant enough that the entire rig can be used with a throat mike and either a single contact lens, or a single earbud.

While the tactical information provided is greatly valuable, this rig shines when it comes to communication, and is capable of high speed access to the wireless network, any available earth observation data, and to an eventual controller. The entire rig can be folded and stored in a smooth cylindrical container that is usually found around the neck of the operative on a lanyard. In most situations, he will wear a tactical contact lens in the left eye, while wearing a disguise lens in the right to allow him to pass iris scans.

33-37 Wastelander's Equipment PackGreen laser weapon sight (can be mounted on a gun, but you don't have one. The green laser increases hit probability with +50% at short and middle range, but also alerts the enemy to your presence).Water purifier canteenVitamin supplementsProtein concentrateGeiger counterCompass Sturdy knife, swiss army knifeSmall camo tent for 1 personSleeping bag20 ft of lightweight ropeFirst-aid kit, with band aids, antibiotics, and general medicinal equipmentLighter

Dark Sides (Optional, grants +2 perk points if chosen)

01-05 Anger Management Issues - Non-violent raging screamer06-10 Rude & Insensitive11-15 Sex Addict16-20 Compulsive Liar21-25 Attention Whore26-30 Alpha Male / Alpha Bitch - Will actively engage new PCs and belittle them until they yield and become submissive henchmen. Resistance will be met with social isolation and extreme bullying, even physical.31-35 Extreme Greed36-40 Extreme Glutton. The PC gains +35 to his size-weight.41-45 Schizophrenia (makes up "truths" and believes in them. i.e. the village elder has been possessed, or the other village is ruled by aliens)46-50 Husband / wife beater. The PC will smack up his significant other, no matter who they are. Often.51- 55 Kleptomaniac56-60 Delusion of grandeur - The PC thinks he is really, really important (even if he is not). 61-65 Adrenalin junkie - Will seek exhilarating danger and do reckless stuff. All in the name of thrills.66-70 Drug addict - The character is addicted to cocaine, amphetamine, morphine and heroin. He will use amphetamine to enter a battle rage, cocaine in social settings, morphine and heroin to relax. Without drugs he gets -3 categories to all skill checks. He will actively pursue new drugs, especially if he has never heard of them.71-75 Zealot Flagellant - The PC has a faith so pure, so shining that he is willing do sacrifice all for his deity. He will whip himself into a frenzy, crying tears of joy, praising the lord - whomever that may be. He will preach his god for all to hear, and he will be willing to kill unbelievers, or even himself. Example: The Cult of Gasoline: A Cult of Gasoline Zealot Flagellant can be seen wandering the wastes with ten chains in tow - jerry cans attached. He will sit down on a small town marketplace and preach in a tear choked voice about the Spirit of Gas, whipping himself all the while. In the evening he will wander the slums, converting beggars. Those that refuse will be drenched in gas and set aflame.76-80 Paranoid Schizophrenia (makes up "truths" about people conspiring against them... and believes in them. i.e. your village hates you, and secretly tries to poison you)81-85 Pyromaniac86-90 Psychopath = Delusion of grandeur + alpha male + husband beater91-97 Roll twice98-100 Roll thrice

Psionic Abilities

Psionic abilities duration and distance are covered at the bottom of the page.

To learn new psionic skills outside of character creation is permitted at the GM's discretion, and requires deep meditation or a flash of deep insight.

Discipline of Telepathy Skills

Mind ProbeThe psionic reaches with his mind, digging into the memories of the target. Recent memories are easy to access, while the further, and more traumatic, the memories are - the harder they are to reach. The target gets a will resistance check.Critical success: All memories available with no resistance from the targetSpecial success: Cost cut in halfFumble: Target feels your presence in his mind and understands who you are and what you are doing.Cost: 5 PSI Points

Mind TalkThe psionic establishes a "bridge" to another person's mind. For the duration they can communicate freely. Critical success: There is no cost and the duration is doubledSpecial success: Cost cut in halfFumble: Mind leak - Your communication seeps over to everyone else's mind too, and everyone's thoughts can be heard. If the psionic is in a city that can cause quite the mental commotion.Cost: 2 PSI Points

Meditative ProjectionWhile in a deep meditative state, the psionic sends his mental projection forth - if need be across oceans and over mountains. While travelling he observes what occurs in the locations he pass by, if he takes the time to do so, and he travels at over 5000 kilometres per hour. While in this state, he appears as a shimmering, ghostly apparition. The psionic may combine this spell with mind talk, to communicate as he travels. Note that his body needs nourishment as normal, but the traveler does not notice that.Critical success: There is no cost, and cost for duration and distance is halved.Special success: Half cost.Fumble: The psionic enters a near comatose state, from which he struggles to awaken. Each 3rd hour he may attempt to will his way out of the psionic coma.Cost: 10 PSI Points

Mind ThrustIn a flash of anger, the psionic thrusts his raging consciousness upon another, dealing a staggering blow to the unfortunate individual. The attacked character must resist in a battle of willpowers, or be rendered unconscious for 1d4 combat rounds.Critical success: The cost is halved and the psionic automatically succeed.Special success: The cost is halved.Fumble: The assault backlashes, and the psionic himself is knocked unconscious for 1d4 rounds.Cost: 10 PSI Points

Deprivation of SightThe psionic manipulates the mind of his victim, confusing his sight, rendering him utterly blind for the duration, unless he resists the will of the psionic.Critical success: There is no cost.Special success: The cost is halvedFumble: The psionic is rendered blind himselfCost: 5 PSI Points

Deprivation of HearingThe psionic manipulates the mind of his victim, confusing his hearing, rendering him utterly deaf for the duration, unless he resists the will of the psionic.Critical success: There is no cost.Special success: The cost is halvedFumble: The psionic is rendered deaf himselfCost: 5 PSI Points

ParalysisThe target is paralysed and collapse to the ground for the duration, unless he resists the will of the psionic.Critical success: There is no cost and the victim automatically fails his save.Special success: The cost is halvedFumble: The psionic is rendered deaf himselfCost: 15 PSI Points

SuggestionThe target is influenced by the psionic, and a suggestion is planted in his mind. The suggetion may be anything: that they are dear friends, lovers, family members, that they hate each other, that the victim is someone he is not, etc. The suggestion lasts for the duration of the influence.Critical success: There is no cost and the victim automatically fails his save.Special success: The cost is halvedFumble: The psionic is himself influenced by the very suggestion he sought to implant.Cost: 5 PSI Points

Puppet Master (Mind Domination)The psionic asserts complete control of the target, dominating his very being and forcing his every move. He may force the victim to do whatever he pleases, even committing suicide.Critical success: There is no cost and the victim automatically fails his save.Special success: The cost is halvedFumble: The psionic is himself influenced by the very suggestion he sought to implant.Cost: 15 PSI Points per controlled being

UnseenThe psionic removes visual input concerning an object to the targets brain. For instance he could remove himself, an object like a weapon, a pet, or even a complete stranger.Critical success: There is no cost and the victim automatically fails his save.Special success: The cost is halvedFumble: The psionic falls to the ground, fainting.Cost: 2 PSI Points per removed object

UnheardThe psionic removes audible inut concerning a sound to the targets brain. For instance he could remove the cries of help from a fellow soldier, or the sounds of his boots as he sneaks past the victim.Critical success: There is no cost and the victim automatically fails his save.Special success: The cost is halvedFumble: The psionic falls to the ground, fainting.Cost: 2 PSI Points per removed sound

Psi ScreamThe psionic releases a mental scream so loud, it pierces the minds of everyone in a 100 meter radius. Those present must resist his will, or collapse to the ground for 1 combat round, nose bleeding and eyes watering.Critical success: There is no cost.Special success: The cost is halvedFumble: The psionic screams inwards, knocking himself out for 1d10 combat rounds.Cost: 35 PSI Points

Cloud MindThe target is forced into a fugue state, in which he exists in a blurry version of reality. Every skill check made in this fugue state is at -4 categories, and when he wakes up the incident is treated as a black out. Critical success: There is no cost and the victim automatically fails his save.Special success: The cost is halvedFumble: The psionic collapse to the ground, drooling, for the duration.Cost: 10 PSI Points

Skill LeechThe psionic creates a symbiotic link with the target, acquiring his level of skill for the duration of the spell, unless the attempt is resisted.Critical success: There is no cost and the victim automatically fails his save.Special success: The cost is halvedFumble: The psionic links symbiotically to the victims lowest skill, overriding the one the psionic already has.Cost: 8 PSI Points

Mental FortressThe psionic erects barrier upon barrier of telepathic protection, readying himself for mental assault.Critical success: There is no costSpecial success: The cost is halvedFumble: The psionic opens himself up completely for assault. All enemy attacks are at double strength.Cost: 1 PSI Point per 5 additional willpower in defense.

Discipline of Telekinesis Skills

LiftThe Psionic lifts one or more objects with the power of his mind. The lift is slow and controlled, and cannot be used to smash someone into something. It can be used to pick up soldiers from the ground, and turn them the other way, or to levitate the psionic and his friends - amongst other things.Critical success: There is no cost and the victims automatically fails their save.Special success: The cost is halvedFumble: The psionic fails, but lose twice the PSI Points and breathes heavily.Cost: 1 PSI Point per 50 kilos

Telekinetic HandThe psionic controls a delicate telekinetic "hand" that can perform such tasks as opening doors, light pushing, shooting a gun, using a keyboard and so on from a distance.Critical success: There is no costSpecial success: The cost is halvedFumble: The telekinetic hand fumbles whatever it was doingCost: 3 PSI Points

CrushThe psionic projects a telekinetic force, crushing a target with an immense amount of strength, doing 2d6 damage to all body partsCritical success: There is no costSpecial success: The cost is halvedFumble: The telekinetic force catapults everyone away from the target.Cost: 20 PSI Points

Still the HeartThe psionic reaches telekinetically, stilling the heart of the target. Some variations of this ability actually pulls the still beating heart from the victim' chest.Critical success: There is no costSpecial success: The cost is halvedFumble: The telekinetic overreaches, losing consciousness for 1d6 combat rounds.Cost: 20 PSI Points

Brain CrushThe psionic projects a telekinetic force, squeezing and heating the target's brain for 1d3 damage per round.Critical success: There is no costSpecial success: The cost is halvedFumble: The telekinetic force backlashes, causing the psionic to bleed profusely from the nose and ears (1d4 damage).Cost: 10 PSI Points per round.

Telekinetic ShieldThe psionic shields a 10 meter radius with a telekinetic shield. The telekinetic shield can be increased in size, and can be of varying strength. The psionic shield will stop most matter from entering, excepting air. But water will be stopped from entering, except in the case of the weakest of shields.Critical success: There is no costSpecial success: The cost is halvedFumble: The psionic creates a center of gravity instead, centered on himself.Cost: 1 Armor Point of protection per PSI Point. To stop rain costs 2 Armor Points, to stop the ocean would require 10.

Centre of GravityThe psionic creates a small centre of gravity, pulling matter towards it with varying degrees of force. Once they reach the centre of gravity, they will hang there, in a bundle, until the effect wears off. Depending on G force there might be damage when objects hit each other, and there will certainly be damage when they fall down again.Critical success: There is no costSpecial success: The cost is halvedFumble: The psionic creates a center of repulsion instead, rejecting matter.Cost: attract small pebbles 1 PSI Point, Attract chairs and tables 3 PSI Points, Attract humans 5 PSI Point, Affect horses and so on 10 PSI Points, affect siege engines 20 PSI Points.

Additional Ideas (1)

Example of play:

EchoMirage has chosen his gender, a female, chosen his profession: a wastelander tech reaver, and rolled his stats. The time has come for perks. EchoMirage decides that Belle, his character, will have a dark side (+2 perk points).

His totalt perk points increase from 4 to 6.

He spends 2 points on 1 special ability, 2 points on 1 special background and 2 points on 2 special items.

First he rolls 1d100 for a dark side and gets 37. Belle is an extreme glutton, and as overweight as they come. Belle is a huuuuge girl, with several layers of fat and oversized, thin titties hanging down as a comforter over her many layered bulk.

EchoMirage sighs. He may have to use a fate point, but decides to continue, rolling for special ability.

EchoMirage gets an 89! Belle has sub skin armor, and in addition to an incredible amount of hit points (hit points are derived from weight plus constitution), she also has sub-skin plate armor. Belle is a bonafide cyborg.

The next roll is for special background, and EchoMirage lets the dice fly. 30. Belle has worked as a witch doctor!

It is all clear now. Back in the day, Belle used to squat in her hut, her buttocks firmly on a wooden pallet, her eyes fluttering as she drank beer and random pills, all the while advising her people on matters of livestock and health.

Belle is coming to life as an unsavoury woman, and now it is time to get her gear. EchoMirage rolls twice. 39 and 52.

She got the big game hunter pack, and the successful mercenary's gear.

It is clear that Belle has gotten paid well for her years as a witch doctor... and eaten well too.

Now it is up to the dice to see how she fares in the mutant wastelands.

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Freetext

Throck forest is divided into three parts: a region of twisted black magic, which is dark and hemmed in with the legions of sable pine. This is Spindel, and is occupied by the hideous Ettercaps and their spider-pets. The second area is the chaotic elfin-wood, where the druids work their wyrd magic amongst the oaks. The last part is Udnalor, the home of the gnomes. Finding themselves surrounded by these chaotic forces they dwell as quietly as possible beneath the surface. Their culture is a fascinating one to visit, and in the next few miscellaneous ideas, I shall examine the ways and customs of THE GNOMES OF UDNALOR, with a view to role-playing them.